I project lines from the center of the screen to each pixel along the border, stepping one pixel at a time starting from the center. Whenever a "blocking" map pixel is found, I stop tracing that line. All other pixels get marked as lit.A dot product check skips all lines outside the flashlight view, and a simple ramp function dims the light at the sides.

(This is superior to the otherwise often used technique of just raycasting a lot of rays at regular spacing away from the center since this uses the absolute minimum of rays required to cover 100% of the game screen. There still is a lot of repeated pixel checks which can be optimized away but didn't fit in the 4k space.)

I project lines from the center of the screen to each pixel along the border, stepping one pixel at a time starting from the center. Whenever a "blocking" map pixel is found, I stop tracing that line. All other pixels get marked as lit.A dot product check skips all lines outside the flashlight view, and a simple ramp function dims the light at the sides.

I project lines from the center of the screen to each pixel along the border, stepping one pixel at a time starting from the center. Whenever a "blocking" map pixel is found, I stop tracing that line. All other pixels get marked as lit.A dot product check skips all lines outside the flashlight view, and a simple ramp function dims the light at the sides.

(This is superior to the otherwise often used technique of just raycasting a lot of rays at regular spacing away from the center since this uses the absolute minimum of rays required to cover 100% of the game screen. There still is a lot of repeated pixel checks which can be optimized away but didn't fit in the 4k space.)

doy ou know of any tutorials or is the one you plan ot write gunna be the only one

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